Questions - Diaspora IV

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WM - The Waste Mage
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Re: Questions - Diaspora IV

Post by WM - The Waste Mage » Tue Feb 23, 2021 5:57 pm

So the faint hearted can make sure they NEVER die in war. Always makes sure they go low enough on War DC and if leader unit dies it's either escape or capture.

Are we trying to make sure no faint hearted players commit suicide? Why no chance for the Leader to die in war?

MaH - Meganno al Hamam
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Re: Questions - Diaspora IV

Post by MaH - Meganno al Hamam » Tue Feb 23, 2021 6:11 pm

Of course you die if you get to many hits and fail your char check.

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DCT - Destiny Corben-Talas
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Re: Questions - Diaspora IV

Post by DCT - Destiny Corben-Talas » Tue Feb 23, 2021 6:17 pm

Not really, he meant to bid lower so u cant get killed ever. If I make a DC 2 and have a potion of stoneskin, I can survive 100% sure if I have level 5 or more, as 8 hits turns into 4 (namely, if the adventure succceeds, of course, but we are talking of ppl non taking any chnaces to fail)
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RaH - Rassan al Hamam
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Re: Questions - Diaspora IV

Post by RaH - Rassan al Hamam » Tue Feb 23, 2021 6:21 pm

DCT - Destiny Corben-Talas wrote:
Tue Feb 23, 2021 6:17 pm
Not really, he meant to bid lower so u cant get killed ever. If I make a DC 2 and have a potion of stoneskin, I can survive 100% sure if I have level 5 or more, as 8 hits turns into 4 (namely, if the adventure succceeds, of course, but we are talking of ppl non taking any chnaces to fail)


Thats not true.

For a DC 2 adventure 2d6 are rolled and if for example a 12 is rolled and you have only an EPL of 5 you would take 12-5 extra hits. So 8 from the DC and 7 from the difference in the roll. Thats 15 -4 from a stoneskin potion in this case. 11 Hits.

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Re: Questions - Diaspora IV

Post by DCT - Destiny Corben-Talas » Tue Feb 23, 2021 6:26 pm

True, but odds are very slim to seriously take them (2,78%). Otherwise, u never will do anything..,).
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TF - The Fortress
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Re: Questions - Diaspora IV

Post by TF - The Fortress » Tue Feb 23, 2021 6:28 pm

And those hits are randomly split across your party...further reducing odds of death.
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Re: Questions - Diaspora IV

Post by WB - Water's Blessing » Tue Feb 23, 2021 6:28 pm

The people with money are too valuable to kill. Plus, it's potentially a lot more damaging to see your domain hobbled by an imprisoned regent than starting fresh with a new regent.
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RaH - Rassan al Hamam
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Re: Questions - Diaspora IV

Post by RaH - Rassan al Hamam » Tue Feb 23, 2021 6:32 pm

If you are only a L5 the odds are pretty bad acctually. You would need to roll a 5 or below, with the 2d6 to survive. Even if a 6 is rolled you take 1 extra hit, thus giving you 5 hits.

You take the number rolled, subtract the EPL you have and that's the extra number of hits you get(can be negative to and you get less hits)

The % chance of rolling 5 or lower with 2d6 is 27.8%

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WM - The Waste Mage
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Re: Questions - Diaspora IV

Post by WM - The Waste Mage » Tue Feb 23, 2021 6:32 pm

And you didn't HAVE to do a DC: 2 war adventure. You could have done DC: 1 and ensured you would not be killed.

If you get into a war in any instance there should be a decent chance you die especially if your unit is destroyed.

People die in war no matter how important thy are. Arrows flying The regent is trying to kill some random soldier and the soldier is more worried about living than keeping the important regent enemy alive so he swings for survival and kills the regent. Someone trying to kill someone else barely misses them with their polearm and it pokes past them and rams into the face of the regent.... a runaway horse runs over them....

But instead we have wrapped regents in a big ole wad of pansy bubble wrap.

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RaH - Rassan al Hamam
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Re: Questions - Diaspora IV

Post by RaH - Rassan al Hamam » Tue Feb 23, 2021 6:36 pm

If you want to have an impact on the battle you might have to take some risk. A DC1 War adventure is not that great. The unit is maybe as good as an irregular(cause of better morale)

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